varying float Diffuse;
void main()
{
    // transform vertex to clip space coordinates
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    // Set the color
    gl_FrontColor = gl_Color;
    vec3 Normal = normalize(gl_NormalMatrix * gl_Normal);
    vec3 Light = normalize(gl_LightSource[0].position.xyz);
    Diffuse = max(dot(Normal,Light),0.0);
}

